Hello MechCommander,
here you can enter all what you would like to tell me about your personal experiences with Mechcommander and my MechCommander mods.
Let's see if i may help you - or you may perhaps help me to make MechCommander - Prometheus - the future of MechCommander - any better!
(https://media.moddb.com/images/articles/1/290/289617/auto/qMXKr5s.jpg)
Left: Clan Wolf Campaign Edition Prometheus Menu; Right: Original Davion/Steiner Vanilla Darkest Hours Menu
"No serious bugs or problems were found.", UnknwnDoomer
Thanks for the list!
Bugs & Minor issues list:
Current project:
- MechWarrior Profiles: LEYA pilot use configuration of the pilot Beast, which was originally male. At the same time, the sounds are taken from ISIS, as well as another new pilot. Nemo told that he don't have such error in his pack
The Warrior profiles will get overhauled in total. I planned to release a full update pack for all new MechWarriors when new voice packages are created - but the project stucked - and my video files still not work properly with MCG - so i guess i will update all MechWarriors with matching female male issues and exchange it with existent female / male files and voices. On long term it is intended to create completely unique voice and smackermovie packages for them. That's the reason for the most new Warriors using still origin Beast movie - all got that in the first place. I will exchange them and they will be part of the next update release - this is my current project
There will be updates for all 20 new MechWarriors then - no male/female issue anymore in sound and video then!
Next projects: - Operation 1, Mission 7 & others: Fuel Truck has no description / name. Same goes to several other missions.
I will recheck the profiles and abl code for missing lines. When it is a general problem i definitely can solve it soon - Operation 1, Mission 12: the south gate of the base is not attached to the control.
I recheck this mission infrastructure. - Operation 1, Mission 15: The same 2 errors that were previously encountered when copying missions from The Repulse by the author. Most of the enemy mechs are painted in the old clan color, the targets have no names.
See above. - Operation 1, Mission 18: There is no one mark on the tactical map before the start of the mission, although this is due to the fact that the enemy troops are scattered over the terrain, on the other hand, the task of moving to the point of withdrawal does not specifically appear in the description.
Bugsolving it! - Operation 1, Mission 23: The destruction of enemy troops is designated as additional task, although it belongs to the main. In the same mission it is indicated that capturing a building will result in the display of containers on the map. In fact, this does not happen + given the overview that the hills give, finding those is not a problem.
Small issue, will be solved. - will recheck other things -
Legend: Orange = Mission infrastructure and in-mission descriptions will be the next project - those missions are in the work folder!
Already-Done list (latest or upcoming update)
- Erased some other description errors in briefings / HUD objectives in-mission: 1, 2, 4, 5, 9, 10, 12, 13, 14, 15, 17, 18, 29, 32 & 33 (18 fixes for the issue IS vs Clan - missions all where originally made VS clan not VS is!) - done-
- Operation 1, Mission 5: you need to destroy the "Clan Spy Center", which is contrary to the essence of the campaign.
I will recheck this, but i think that has been already updatet. - done (v0.2a & abovePatch) - - done - was already up to date! - Operation 1, Mission 9: has objectives from the old tasks of The Repulse era.
Part of the todo-list for the next updates! - all mission.fit "objective inmission" descriptions will be correct then! - done (v0.2a & abovePatch) - - Operation 1, Mission 29: the description states that you need to capture the clan data warehouses. Which is contrary to the essence, since data centers of the inner sphere.
See above! - done (v0.2a & abovePatch) - - Operation 1, Mission 29: While solving the bugs you reported i recognized that the turrets of the base with the two Vultures doesn't work like intended. They where neutral by default - changed them to be enemy side in this mission (v0.2b & above)
- Operation 1, Mission 30: Turrets at the base do not work. two turrets are not connected to the controls at the western gate. This also applies to the 2 turrets in HQ and 2 control towers, which are not listed as allies.
Will be re-checked - this mission can't be solved - i like it anyways - so aslong no super modder comes telling me how to bugfix it - this is the final state! - Operation 1, Mission 30: The enemy has 35 'Mechs in mission 30. Although among them there are assault and 2 Mad Cat'a it's still has little chance of causing significant damage. It is better to make 3 waves attack at the same time, or, perhaps, all at once.
The current state of the late assault missions is not to be considered as FINAL! - So no clue discussing that in a bug list - as you imply its more an idea! But thx anyways. Yeah... and see above... - Operation 1, Mission 32: Another mistake in the description - destroy the clan building it says.
See above! - done (v0.2a & abovePatch) -
There is nothing to be made or wrong List for Unknwn:
Operation 1, Mission 4: in the north, capturing one of the containers is close to impossible. This can only be done in a jump at a certain moment.
This is intended, one is hard to get and you have to jump diagonal over it to get the salvage inside!- (Operation 1, Mission 5: description says Mad Cat will be in the northwest. In fact, it is located in the northeast.)
I will recheck this, but i think that has been already updatet. Operation 1, Mission 5: the building to be captured is named "Underground Ammo Plant". It looks like a repair bay for tanks and has no name.
You are Clan Wolf Commander on a broken jumpship with minor functioning technical equipment, be happy thats the only thing not working. Imagine the radar screen could although possibly be down for a mission one day. This is no clean IS com system. Names and descriptions ingame may be different from what is expected.Operation 1, Mission 6: base protection. During an attack on the command center it's image may disappear.
Small cosmetic issue (overlay problem), due to im no graphic designer and it works ingame i wont do anything about it, maybe you can fix it or another modder out there. I can assist with extracted assetsOperation 1, Mission 7:Destruction of 1/3 of the enemy's SRM installations in mission 7 is enough to complete an additional task.
The maximum of units that can be connected with ONE mission objective is 12. So it maybe that the one or other obsolete objective like this may be triggered a bit to early in the place, no real issue - no fix!Operation 1 Mission 8: The headquarters has no name.
See above!Operation 1, Mission 9: Enemy mechs use the old clan color. & Again the fuel truck and the building to be destroyed have no names
That's intended - expect the unexpected. There are several reasons for IS / Clan using different MechPaints. Why shouldnt it be used on both sides? And you have to keep in mind that it's not only Davion you fight against, the whole inner sphere it is.Operation 1, Mission 10: mission. again, the tasks refer to clan buildings, the headquarters has no name, the gas station has a part of the texture (original old bug?).
See above- Operation 1, Mission 16: issues: missing names of objects
See above! Operation 1, Mission 17: The sensor tower in the north is not attached to the control.
It is not meant to be used or active neither attached...Operation 1, Mission 26: you need to capture the bunker. It contains nothing. It is not clear if this was planned or it was a mistake.
That's intended. There isn't always salvage in any building. They MAY have - but that's no law. No bug!Operation 1, Mission 27: 3 turrets that are at the southern base at the gate are not attached to the control. 1 LRM turret is not attached at the northwest base. In the same mission the administrative building is named as the old one, i.e. as a clan.
That's although intended. Some rebels block the control and still attack you. Description bugs will be solved.Operation 1, Mission 28: you need to destroy 3 enemy buildings. It is not clear which ones are specific. 1 of them is a flight control tower, two others...
That's really one of the points that is far-fetched. Nothing i will do about it. Live with it!Operation 1, Mission 32: In the same mission in the northeast there is sensor control. What it controls is not clear in case there is only one sensor tower, judging by the map, in the northeast and the controls is located there as well.
There is no fault. It's intended to be like that the way it is! No change.
This, Unknown Doomer is the real list above. It's less than half that size of the mess you posted below. Half of the "Errors" are no errors or even minor bugs - they are cosmetic issues and majority is intended that way. As a clanner not anything on screen is clean like in the IS builts. Clanners have no programers sitting behind the pc computer 24/7 to get presented perfect working HUD on the BF.
I show clearly that the list below is blown up - some missions are splitted into 3-5 lines to make the list look blown up below. Thats a bad habit and attitude to present it that way, but i will teach you better. I made a perfect list above. that's something i can work with.
RizZ over and out.[/list]
Suggestions i have!
- better Artificial Intelligence
- better A.I. acting on the battlefield (dynamic attack ranges via brain profiles)
- rebalancing existent missions and the not released ones due to campaign length and difficulty
- solving bugs of new content and of course existent content of missions
- implementing videos/cinematics
- implementing new warrior voice packs and smacker videos for in mission
- adding more story and overhauling the whole storyline several times
- correcting all missing ingame mission objective descriptions for the last remaining of the 33 new Clan Wolf Campaign missions
- Complete overhauling the (way too easy) missions 28-32 - by implementing better AI and rebalancing movers tasks and time penaltys (waves effect)
- rebalancing turret maximum engage and combat radius to make it work more realistic with the existent widescreen physics - same counts for NPC acting in general - the NPC's still react on a level like playing without optional and visual sight mods - this way game in general became way to easy. After the artificial intelligence protocols are polished and working like intended - this will change - coming back to play this again then will feel much different from that
This is my short list. There is much more i attempt - especially when we talk about scripting missions and the new mission content. Being delayed by things like the NGNG purge wasn't my only reason for NOT releasing 50 missions on x-mas. The missions i implement NEXT into that campaign will be of another manner from the first state on. This is because i reached a level in abl scripting now where i must begin to write my own game files to make things work and leave vanilla files still untouched. I did this during the development process several times on other game aspects.
I. One was the total recreation of all existing original missions - the basic 30 campaign missions and the 12 expansion missions - cause they where ALL stored in just ONE single FST file - which makes modding impossible to do with them. That starts even when you wanna just unzip or repack the files. The files where the original missions had been in contain several thousand files each - but one mission only contains 19 of them. That would have meant when i began modding MC in the first place - i always would like to have to update 30k files for making one update - each time again - and cMunsta tools are very limited in writing such big FST files. So i recreated them - wrote new files and took over all the abl scripts to make them work like the origin ones.
II. The second time i had to do it while developing Darkest Hours was when i reached mission 30 in the original campaign override - it couldn't be written further cause no files for a campaign longer than 30 missions existed. And problem with campaigns is - that you not only have to all the mission files and mission stuff - no the campaign structure itself is a file library itself with master list campaign files, purchase files and some other references that's been used by the engine. So i had to write about 60 purchase files from scratch and implement them into the whole by updating all reference links and lists in other files and in the master files.
III. The third time (still not finished with that) is the re-creation of all usermade campaigns for easier modding. The files can be modded easily now, too - but they have a naming procedure issue cause they all where made with the editor and never got renamed from their middion id code tag - that works like a fingerprint - cause different missions with the same name would have cause loading errors. I started to rewrite / rename all customermade missions, but never finished it yet... - 69 missions - that's allot to do.
3 of 69 usermade campaign missions i have already recreated (project stucked due to Prometheus development - that`s for later - or maybe necessary - cause i said its only cosmetic at all and missions itself won't change - only modability and naming procedure will be different!
IV. The fourth time is the present & future: I am writing brandnew mission scenarios on the existent dropship command missions that can be downloaded for vanilla mechcommander on sarna.net. First of all i had to remaster ALL of them by making them compatible to Darkest Hours and Prometheus tech bases and mixed tech - therefore any mission sol file needed and update. This procedure is done. The renaming procedure is ongoing. Prometheus Clan missions will be 200 of a count and they will although contain all the dropship command maps in them. Although the original scenarios can be played on them then - so players can play several scenarios on the same map base then - i found good working solutions for that.
33 of 200 missions are already written in this style.
As soon all of those above 4 TASKS are complete the next process of evolution can begin:
V.
Trimming game content and TOTALLY rewriting ALL *.FST & *.DPK source files (nothing will change for the players ingame content stays same). The game has 1.3 GigaByte in size. I wanna reduce it minimum by half cause most of the files that are content of Darkest Hours - as well as Prometheus are duplicates of files that aren't used by the game. It's blown up and i wanna bring it on a much more compact level of size. Therefore new music can be implemented then cause we get additional space options. I simply don't wanna release a 4GIG Prometheus one day!
The whole reason for point 5 being so important to me in spite of the fact that MechCommander still works fine on all systems: Better performance!
I wanna reduce the loading times, fps drops, all kind of lagging & other performance related issues game might have! This will although massively reduce the causes of "access violation errors" the most common thing MechCommanders playing with higher resolutions is familiar with. Reducing resolution in order to play and finish a mission should have an end then cause i try to enlarge the space MC engine uses for ingame actions and lower senseless looping routines in the background that makes game crash so often when we talk about limit breaking modability.
So therefore in the final phasis all duplicates of recreated or overrriden content from the original libraries will be cut out. And single mission ropes belonging to one certain campaign for example will be united into fst collectors then. So when this last process is finished main game folder will look a bit like the oiriginal again: a handful fst files (not like now - now we have about 500 single fst files) and trimmed original source files in size.
This new filestructure will make the whole game neat and clean then. It will be much easier for modders to abl script missions themselves then, cause naming procedures and file structure are made for modding purposes - for further developing - the original game was - compared to this an asbolute file desaster in the first place. And the original game was for that reason nearly impossible to mod. This will be different then.
Thank you for listening.
Anyone who read this and didn't played my MechCommander yet - it is time for retro RTS 2.5D isometric non base building x-com style stompy robot action!
Would you like to know more?
The holy MechCommander 1 Grale! (https://www.moddb.com/members/mcrizzen/blogs/mechcommander-1-gold-content-collection)
Now have fun, that's an order!
Regards RizZ
(https://i.imgur.com/kYMU6Yw.jpg)